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GAF Indie Game Development Thread 2: High Res Work for Low Res Pay

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OldRoutes

Member
This is it guys - over a year's worth of work pushing this together at our studio: our magic system that will allow players to build spells with a ridiculous amount of combinations.

BLOG LINK

I put the link to our blog with the details about the system and design here and some of the pretty pictures below!

The Spell Crafting UI - This is only showing a small amount of the possible effects (10 per Primordial x 6), effect modifiers (18), and global modifiers (18).
roPtOPG.gif


The Spell Sigil: Thermal, Expel with 1 Effect (unaltered)
Ox1J31Z.gif


The Spell Cast in-game
nbk4IAw.gif


What do you guys think?

That all looks very cool and polished! Good job!
 

LordRaptor

Member
Little question for unity using friends ! I wanna try to have lights attached to some particles (so that the particle itself "emits" light) but it seems the light is acting somewhat weird and appears/disappears eratically instead of following the smooth pattern of the particle. Any tips to solve that ?

Particle lights is a super-hot-off-the-press new feature in Unity, so I guess I'm asking if actual light emitting particles is what you're after, or if you want glowy particles around light sources which has been around a lot longer?

I mean, apparently the new particle lights are actually pretty efficient (I haven't played with them much as I VFX fairly late in the game) but previously would have been crazy expensive to have
 

MrHoot

Member
So kinda crappy news on my end, but I just had to part with my current programmer for Helvetii due to health reasons on his side. Which leaves me a bit programmer-less. ANd since i'm no coder at all, and Clickteam fusion is too limited for what I want to do, I'm kinda giving out a call for any dev on unity who wants to help out.

Imma copy paste here what i've wrote hastily on a mailing list

Hey peeps !
Kevin here, the guy who does the art for Splash Blast Panic, Starfallen and more recently Helvetii. And it's about that last one i'm sending you a message today.

Due to health reasons, my last programmer had to leave the project just now, which leaves me a bit stranded, since I do not know how to code myself and can't push forward with the project.

That is why i'm giving out a call out for any Unity programmers who want to work on the Helvetii project !

For people who don't know: Helvetii is an action-roguelite game, inspired on one hand by games like Muramasa Rebirth, Odin Sphere or even Strider, and on the other has roguelite elements like in Binding of Isaac, Rogue Legacy, Enter the gungeon etc... Its mythology is based a lot on old helvetian and gaulish culture as well as a few other things.

I already made a prototype a couple months ago on Clickteam fusion. You can see a video of it here: https://www.youtube.com/watch?v=WusNK-_6Fx0

Sadly, due to Clickteam FUsion and my own limitations, I need to move the project to another engine. The reason why I went for Unity. I went for this one in particular as it seems like the most versatile engine and the easiest to port to other stuff like PS4, and hopefully PS VITA down the line as well. Although if you have some skills in another particular engine, I might consider it, but do bare in mind about accessibility.

A good deal of assets (including some sounds) have already been made. In fact almost everything's there for at least an early demo. There's a trello ready. I'm currently retranscribing a GDD on a wiki and I have a git repository ready to go with the unity project on it. All I need now is someone who's willing to help me out !

In any case, this is what i'm looking for:

- Competent unity programmer who already knows his way around the engine, and will make it accessible for me to to work on my own time. Since we'll be sharing the project on GIT, i'll have to be able to do small modifications, or import/change assets when I can.

- Know how to use git: To each my last point, being able to use git is almost mandatory as we'll be sharing the project on it. The repository is already there too.

- Being at least available one time per week (like a full day per week). I know it's asking a lot considering this is not a paid thing (i'm almost paying stuff from my own pocket). But my wish is to work fast on this game and get money in as fast as possible. I have plans to already show this at Gamescom and Tokyo Game Show this summer if possible.
If you live nearby, that's even better, so we can possibly meet up, or even do small "jams" for the game.

BONUS: A good knowledge of action and/or fighting games: Helvetii is gonna be a very precise game when it comes to its hitbox, timing, invul frames, follow ups etc...so I can't allow some slopyness on that side. If you know your stuff on that, it will make the process way easier.

Anyway, that's it from me for now. If you're interested or wish to know more, you can send a mail at kevin.peclet@gmail.com. If you have a portfolio or a showcase for other projects, don't hesitate to link them as well !

Helvetii is my dream project and is pretty ambitious, but already has a bunch of stuff ready to go. With some elbow grease, it'll become a great game very very fast !

This was sent to a swiss dev mailing list btw. So obviously, proximity is not a necessity here if any of ya'll are interested, as long as you have an online presence. But if you have any questions, you can pm me (or also look back through the thread :`) )

Seriously tho, i'm bummed. A few days before GDC, this is gonna put a huge wrench in negotiations for me and all in all, just lower my motivation a bit. The good side is i'm gonna work on a few concept arts for a bit :p
 

Ranger X

Member
Since I did receive interesting feedback here last time. I will continue to post here the new version of my game that I make semi-public.



The Life Ruby (February 19, 2017)
http://www.mediafire.com/file/jqvtaaj3z6j18o7/TLR491demo.exe


Important Changes

- Game made generally easier
- Activating a statue now triggers a micro cut-scene
- Gamepad support entirely redone
- Improved Pause Menu with "Quit/Change Mode" and "Restart level" options

I would love feedback on the controller support, general difficulty changes and the last zone added to Adventure Mode (Ezuma's Temple).
General feedback is always amazing.

screenshot0_zpsxff7gv2g.png
 
We just released our newest Holobunnies: Pause Café trailer - announcing it's coming out March 22nd 2017 on PC, Mac & Linux. It's basically 3 games in one; a couch coop 2-player brawler, a runner and a boss rush mode.

ss_f6ffcb492fea649c7aef220643ab44d6ea72283f.600x338.jpg


I've seen some people talk about Holobunnies and even talked about it a bit myself on here, but Pause Café is kind of a spin-off title - of a game we didn't even released yet. That may seem like a weird marketing decision, but "Pause Café" is basically what saved the main Holobunnies game (now called Holobunnies: The Bittersweet Adventure) and us as devs. Our artist left midway through development on Holobunnies for personal reasons and from that point everything broke. We were really close on leaving game development for good but we decided to make a little spin-off title with the art that we already had to not leave our KS backers and fan waiting for 398 years before playing something.

ss_96e579ac237f8d6b82e6f232d70870fe9e34d341.600x338.jpg


Making this spin-off title has been a deeply healing experience. You can find out more on the game on the Steam page.

And personally, I can't wait to finally release it and move on to Holobunnies: The Bittersweet Adventure and ship this one too. I've never enjoyed more making games than now <3 If you guys are curious what's happening behind the scenes in the making of Pause Café, we actually have a vlog series on our YT channel :D
 

oxrock

Gravity is a myth, the Earth SUCKS!
I'm running into a rather tedious problem and I was hoping someone in this thread with appropriate expertise would be able to answer it. For a little background info, I'm developing a project in unity and the problem I'm having is with an animation controller.

When my character is idle, his "animID" is 0.As it stands currently, I have any state in my animation controller starting my first animation in a transition chain of idle animations should my property integer "animID" = 0. Sadly, the second animation in that long animation chain gets broken and reset to that first animation by any state because "animID" is still 0. Is there a way to utilize any state to allow simplistic transitions between animations states while still allowing chaining? If so, how can I go about this? Hopefully I've explained myself adequately, if not I hope this picture helps some.

 

Jobbs

Banned
Finally got arouned to finishing my status screen.

https://gfycat.com/MatureShadowyIlladopsis

As you can see, you can delve down and examine available abilities by pressing back (this was inspired by examining stats in Dark Souls menus).

A friend seemed to think this is a bit odd/unwieldy -- That Dark Souls doing this was an uneasy compromise due to the sheer amount of information needing to be accessed via controller -- Which is possible.

I may want to merge the quit/settings tab together into "system" and let people tab back and forth with bumpers. Hmmmm.
 
HG1J4Rq.gif
6XEvHWR.gif


Trying to add more frames of animation to the walk cycle for the new sprite and it's haaaard

(I realize his head needs more frames, that's what I was about to start on)
 

_Rob_

Member
Trying to add more frames of animation to the walk cycle for the new sprite and it's haaaard

(I realize his head needs more frames, that's what I was about to start on)

Out of interest are you drawing one frame at a time, or keyframes first and then doing the inbetweens?
 

missile

Member
So kinda crappy news on my end, but I just had to part with my current programmer for Helvetii due to health reasons on his side. Which leaves me a bit programmer-less. ANd since i'm no coder at all, and Clickteam fusion is too limited for what I want to do, I'm kinda giving out a call for any dev on unity who wants to help out.

Imma copy paste here what i've wrote hastily on a mailing list



This was sent to a swiss dev mailing list btw. So obviously, proximity is not a necessity here if any of ya'll are interested, as long as you have an online presence. But if you have any questions, you can pm me (or also look back through the thread :`) )

Seriously tho, i'm bummed. A few days before GDC, this is gonna put a huge wrench in negotiations for me and all in all, just lower my motivation a bit. The good side is i'm gonna work on a few concept arts for a bit :p
Sux to hear that. Hope you find another one helping you realizing your vision!
 

_Rob_

Member
I started by replicating the original four frames and then inbetweening those

Ah I see, that makes sense. To me it's the legs that are throwing it, the arms look good (and you've already covered the head). I think the main issue is that his legs appear to be doing the splits as opposed to crossing over, perhaps they're a little stiff looking? Having said that though, the improved version certainly has more character!
 

LordRaptor

Member
I'm running into a rather tedious problem and I was hoping someone in this thread with appropriate expertise would be able to answer it. For a little background info, I'm developing a project in unity and the problem I'm having is with an animation controller.

When my character is idle, his "animID" is 0.As it stands currently, I have any state in my animation controller starting my first animation in a transition chain of idle animations should my property integer "animID" = 0. Sadly, the second animation in that long animation chain gets broken and reset to that first animation by any state because "animID" is still 0. Is there a way to utilize any state to allow simplistic transitions between animations states while still allowing chaining? If so, how can I go about this? Hopefully I've explained myself adequately, if not I hope this picture helps some.

I'm not sure I fully understand, but what you could do is create a new sub-state layer called "Idle", which is called by entry / set as default, and inside that substate link your idles to play one after another (and transition last to first so they loop)

If you make your transition variable "movement" or similar, then your transition conditions if movement>0.1f (or whatever) to play movement, and if movement<0.1f to play idle, then when movement is ~0 it should then play through all of your idles in order...?
 
Going back to some of my older songs and sprucing them up, because that's easier than making entirely new ones >_>

Well, in theory :p

It's quite crazy how much two years worth of practice can do to ya.
 

hampig

Member
We just released our newest Holobunnies: Pause Café trailer - announcing it's coming out March 22nd 2017 on PC, Mac & Linux. It's basically 3 games in one; a couch coop 2-player brawler, a runner and a boss rush mode.

ss_f6ffcb492fea649c7aef220643ab44d6ea72283f.600x338.jpg


I've seen some people talk about Holobunnies and even talked about it a bit myself on here, but Pause Café is kind of a spin-off title - of a game we didn't even released yet. That may seem like a weird marketing decision, but "Pause Café" is basically what saved the main Holobunnies game (now called Holobunnies: The Bittersweet Adventure) and us as devs. Our artist left midway through development on Holobunnies for personal reasons and from that point everything broke. We were really close on leaving game development for good but we decided to make a little spin-off title with the art that we already had to not leave our KS backers and fan waiting for 398 years before playing something.

ss_96e579ac237f8d6b82e6f232d70870fe9e34d341.600x338.jpg


Making this spin-off title has been a deeply healing experience. You can find out more on the game on the Steam page.

And personally, I can't wait to finally release it and move on to Holobunnies: The Bittersweet Adventure and ship this one too. I've never enjoyed more making games than now <3 If you guys are curious what's happening behind the scenes in the making of Pause Café, we actually have a vlog series on our YT channel :D

This looks amazing! Such beautiful art, I'm sold.
 

MrHoot

Member
Sux to hear that. Hope you find another one helping you realizing your vision!

Thanks :/ it's really sucks because most things are ready to go: Assets, design, stuff to help with workflow. And the actual implementation shouldn't be too hard. It's just that I can't seem to find someone who's interested
 

daedalius

Member
reposting for new page

Hey guys, any suggestions of boards or places to post/trawl for indie jobs?

I just finished up a new art portfolio and I'd like to shop it to potential clients. I have been doing work for tabletop/rpg books for quite a few years now, and I've never quite managed to figure out where the best places to post/look for jobs for indie games is.

I just started to keep an eye on the Unity boards, but I am sure there are other good places to look for people posting paid work as well.

Here's my portfolio if you think that would help for telling me where to look. Usually I have done finished illustrations and concept art for the few video games I've worked on: https://michaelrookard.artstation.com/

One of my art acquaintances who happens to do a bit of video game art offered me the sage advice of : "move to Seattle". Needless to say, that wasn't very helpful!

Thanks in advance!
 

missile

Member
Thanks :/ it's really sucks because most things are ready to go: Assets, design, stuff to help with workflow. And the actual implementation shouldn't be too hard. It's just that I can't seem to find someone who's interested
Most programmers I know are hard to convince to work for others unless the
work in question is in their line of vision or is paid for. Since you haven't
said that you wanna pay one, I guess it will be much harder to find one having
the same vision as you have putting all the time into this project of yours.
Don't know. Btw; What happend to him? Will he be gone forever to due health
issues?
 
This is it guys - over a year's worth of work pushing this together at our studio: our magic system that will allow players to build spells with a ridiculous amount of combinations.

BLOG LINK

I put the link to our blog with the details about the system and design here and some of the pretty pictures below!

The Spell Crafting UI - This is only showing a small amount of the possible effects (10 per Primordial x 6), effect modifiers (18), and global modifiers (18).
roPtOPG.gif


The Spell Sigil: Thermal, Expel with 1 Effect (unaltered)
Ox1J31Z.gif


The Spell Cast in-game
nbk4IAw.gif


What do you guys think?

That makes me ridiculously giddy.
 

MimiMe

Member
Imma copy paste here what i've wrote hastily on a mailing list

Now that stinks, both of it; health issues and losing a dev.
Good luck and patience on finding a reliable coder.


I would think about jumping in if I knew the project scope/ size, but I my skills are too limited anyway I guess (Unreal Engine + Blueprints).
 

MrHoot

Member
Now that stinks, both of it; health issues and losing a dev.
Good luck and patience on finding a reliable coder.


I would think about jumping in if I knew the project scope/ size, but I my skills are too limited anyway I guess (Unreal Engine + Blueprints).

Yeah it's quite a big scope game (well, not that big but it's gona require some work). Plus I chose unity for the porting venue

ANYWAY

For those interested, i did my third blog entry and had a lot of fun on this one. It's an introduction on the mythology behind the game :D

https://kevpec.com/2017/02/21/helvetii-devblog-3-myth-upon-myths-and-before-switzerland/
 
I'm wondering what is the common approach to build enemy AI? Like would you recommend making one universal AI script to manage all enemies' patterns or each will have its own AI script?
 

JulianImp

Member
I'm wondering what is the common approach to build enemy AI? Like would you recommend making one universal AI script to manage all enemies' patterns or each will have its own AI script?

It all depends on the kind of game. I remember a book called Programming Game AI by Example that was pretty nice for learning the ropes, but ultimately which type of AI your game needs will decide whether you need state machines, flocking behaviors, GOAP entities (which stands for goal-oriented action planning) or other kinds of AI design.
 

Five

Banned
I'm wondering what is the common approach to build enemy AI? Like would you recommend making one universal AI script to manage all enemies' patterns or each will have its own AI script?

There are several common approaches. Part of it depends on what makes the most sense to you, part of it is going to depend on what kind of game you're making, and part of it depends on who is doing which parts of the design. Is the enemy designer also the one getting into the weeds of the programming, or are they separate people? What kinds of differences do there need to be between enemies? What overarching similarities are there?

You might consider making multiple cores depending on how flexible you think you can make your programming. For example right now I have one core for ground-based enemies and another for flying types because the area that they can move around on and their inherent possible movement patterns are sufficiently different that it would make trying to program a common core with enough options and settings to facilitate each a bigger chore than doing them separately.

Or instead of bundling all the scripts together you might consider multiple modules. Maybe there's a module for collision detection and area awareness, and maybe there's a module for moving back and forth, and maybe there's a module for player character awareness, and maybe sufficiently different enemy incentives and routines have their own modules.

With programming there's rarely a universal best way.
 

correojon

Member
You guys are doing an awesome work, keep it up!

I´ve been a bit discouraged lately, after more than a year working on the game I have very little to show for it. I haven´t even done a single level and I´m even questioning the most basic mechanics :( I´m thinking of scrapping the editor as it´s a huge time sink...I´ll still be using it and developing it but just for internal use, so I don´t need to spend so much time polishing it. I think I´m going to just push forward and start creating levels so I force myself to at last get into the meat of the game.

wenzfIY.gif


Thanks, that does look better. :eek:
I´ve enjoyed watching this improve little by little, it looks very nice now :)
 

Five

Banned
You guys are doing an awesome work, keep it up!

I´ve been a bit discouraged lately, after more than a year working on the game I have very little to show for it. I haven´t even done a single level and I´m even questioning the most basic mechanics :( I´m thinking of scrapping the editor as it´s a huge time sink...I´ll still be using it and developing it but just for internal use, so I don´t need to spend so much time polishing it. I think I´m going to just push forward and start creating levels so I force myself to at last get into the meat of the game.

Editors are just tools. If it takes more time to fashion the tool than time that the tool will end up saving you, then best skip it or make as little of it as you can.

If I were you I'd just go ahead and move into content creation. Refine your editor later if you find out you need it, but for now get something tangible done and you'll feel much better about it.
 

correojon

Member
Editors are just tools. If it takes more time to fashion the tool than time that the tool will end up saving you, then best skip it or make as little of it as you can.

Yeah the thing is that I want/wanted to make the editor a big part of the game and do something like Mario Maker, so it had to be very polished and ready to be used by the players. And that´s taking A LOT of time and affecting the whole game...for example when I designed the movement and collision system for the enemies I couldn´t take any shortcuts or make simplifications, as I had to consider that when users created their levels they could place the enemies in any kind of weird and unexpected situations. Or just throw in 100 enemies in a screen so it´s taken a lot of time making a system that works in every situation but has high performance.

But well, from today I´m going do as you say, put the editor aside and focus on the Story mode, if the game does well I can always go back to it and it will be good additional content for the fans (if I ever get any). I´ll still continue developing it as it really saves a lot of time when creating levels, but I´ll just make it functional.
 

Five

Banned
Yeah the thing is that I want/wanted to make the editor a big part of the game and do something like Mario Maker, so it had to be very polished and ready to be used by the players. And that´s taking A LOT of time and affecting the whole game...for example when I designed the movement and collision system for the enemies I couldn´t take any shortcuts or make simplifications, as I had to consider that when users created their levels they could place the enemies in any kind of weird and unexpected situations. Or just throw in 100 enemies in a screen so it´s taken a lot of time making a system that works in every situation but has high performance.

But well, from today I´m going do as you say, put the editor aside and focus on the Story mode, if the game does well I can always go back to it and it will be good additional content for the fans (if I ever get any). I´ll still continue developing it as it really saves a lot of time when creating levels, but I´ll just make it functional.

Most publicly exposed level editors are pretty well restricted. Limiting the number and position of assets is almost universal in these kinds of things. But yeah, sometimes making the editor restrict edge case user design is just as hard and time consuming as making the runtime consider those circumstances.

Before you make any real levels you're only guessing what kind of scenarios you'll want to make. After a year it's probably a pretty solid guess, but you might be surprised at all the things still missing or things that were less important than you previously supposed. To that end, making the editor nice and shiny and polished really only matters when it's going to actually be used by the players, so it can wait until the rest of the game is done and you know what needs to stay and what does not.

Better yet, you may find that the change of pace reinvigorates you and then development just naturally goes more efficiently! &#9829;
 

Pehesse

Member
Yeah the thing is that I want/wanted to make the editor a big part of the game and do something like Mario Maker, so it had to be very polished and ready to be used by the players. And that´s taking A LOT of time and affecting the whole game...for example when I designed the movement and collision system for the enemies I couldn´t take any shortcuts or make simplifications, as I had to consider that when users created their levels they could place the enemies in any kind of weird and unexpected situations. Or just throw in 100 enemies in a screen so it´s taken a lot of time making a system that works in every situation but has high performance.

But well, from today I´m going do as you say, put the editor aside and focus on the Story mode, if the game does well I can always go back to it and it will be good additional content for the fans (if I ever get any). I´ll still continue developing it as it really saves a lot of time when creating levels, but I´ll just make it functional.

Most publicly exposed level editors are pretty well restricted. Limiting the number and position of assets is almost universal in these kinds of things. But yeah, sometimes making the editor restrict edge case user design is just as hard and time consuming as making the runtime consider those circumstances.

Before you make any real levels you're only guessing what kind of scenarios you'll want to make. After a year it's probably a pretty solid guess, but you might be surprised at all the things still missing or things that were less important than you previously supposed. To that end, making the editor nice and shiny and polished really only matters when it's going to actually be used by the players, so it can wait until the rest of the game is done and you know what needs to stay and what does not.

Better yet, you may find that the change of pace reinvigorates you and then development just naturally goes more efficiently! &#9829;

I agree with Five. Also, keep in mind that Mario Maker (as do most popular "big franchise editors") builds upon years of history of Mario releases, both official and romhacks, so the devs had a very good idea of what was possible or not and what they had to account for... and even then, players managed to surprise them with the tools.

This being your first release with the game system you're designing, I also believe you should have a very solid and tangible base of what it *is* (not what you think it'll be), before you should attempt to polish tools for player use! I still understand the end goal of having an editor, as we discussed it a few times, but I do believe you'll be better served building the game first before coming back for the editor, as the game itself might change as you make it, and create scenarios you didn't account for when designing on paper.

So as far as I see it, it's definitely not a loss or giving up to shelve the editor for a while, and the progress you'll make on the actual game will eventually feed into the editor and help you make it a much better one!
 

correojon

Member
Most publicly exposed level editors are pretty well restricted. Limiting the number and position of assets is almost universal in these kinds of things. But yeah, sometimes making the editor restrict edge case user design is just as hard and time consuming as making the runtime consider those circumstances.
I was trying to use Super Mario Maker as a guide and well...let´s say I´ve gained a lot of respect for Nintendo as devs in the process. It´s crazy how much freedom they allowed and yet everything works perfectly. SMM may look like a simple game, but it´s crazy the work that´s behind it, specially if you take into account the levels have to work in 4 different engines (SMB, SM3, SMW and NSMB) and I´m struggling to make it work in just one.

Before you make any real levels you're only guessing what kind of scenarios you'll want to make. After a year it's probably a pretty solid guess, but you might be surprised at all the things still missing or things that were less important than you previously supposed. To that end, making the editor nice and shiny and polished really only matters when it's going to actually be used by the players, so it can wait until the rest of the game is done and you know what needs to stay and what does not.
Very true, I´ve been postponing some very important features as I polished everything to an acceptable level and this forced me to rewrite a big chunk of the core system when I realized some needed features wouldn´t work with what I had done. Where were you 6 months ago? :p

Better yet, you may find that the change of pace reinvigorates you and then development just naturally goes more efficiently! &#9829;
Let´s hope it goes that way! Thanks for your advice!


I agree with Five. Also, keep in mind that Mario Maker (as do most popular "big franchise editors") builds upon years of history of Mario releases, both official and romhacks, so the devs had a very good idea of what was possible or not and what they had to account for... and even then, players managed to surprise them with the tools.

This being your first release with the game system you're designing, I also believe you should have a very solid and tangible base of what it *is* (not what you think it'll be), before you should attempt to polish tools for player use! I still understand the end goal of having an editor, as we discussed it a few times, but I do believe you'll be better served building the game first before coming back for the editor, as the game itself might change as you make it, and create scenarios you didn't account for when designing on paper.
Yeah, I think you´re probably right. I should´ve designed AND TESTED everything first before jumping into the editor, or wasting so much time with things like the autocentering circular platforms (just an example) when in fact I´m not sure I´ll even use them in any level. Besides, you know first hand how my idea for the level layouts has been changing through this year as I looked into other games, so there are many things that are now requisites which I didn´t even know about when I designed the editor.

So as far as I see it, it's definitely not a loss or giving up to shelve the editor for a while, and the progress you'll make on the actual game will eventually feed into the editor and help you make it a much better one!
You´re right again, I see it more clearly now and, to be honest, more realisticly. I won´t drop the editor as it´s an awesome tool to help create the levels and it can speed up the process a lot, but I´m going to switch focus towards making it functional for me and for the way things will work in the game, rather than having to consider the million cases in which random player #4567 may use it when implementing any new small thing.

Thanks for the comments guys, this was a very hard decission to take so it´s great to get some validation from other fellow devs :) OK, on to make a level, expect to see something soon!
 
My new game Stage Presence, published by tinyBuild, which I've posted loads about in here is FINALLY coming out on Steam next Tuesday - Feb 28th! For those that don't know, it's a Comedy / Horror / Karaoke game (with optional VR bits if that's your jam).

I can't describe how ludicrously excited I am to finally release the damn thing! Cheers to everyone who's said nice things about it in here over the years!

 

MrHoot

Member
Sounds like a lecture from high-school. xD But cool idea for carving out such
an old tribe of Switzerland. How came the idea about?

hah ! well I hope people learned something :p

I actually touched on that in the first blog, but it kinda came up as a "joke" on the first developper meeting for french switzerland. We were somehow discussing how we would make our own "typical swiss" game. Most ideas revolved around the cliches like edelweisses, cows, mountains etc...but I actually had that interest in celtic mythology and thought "Well we actually don't know much about the old gaulish tribes" and it stuck
 

alexdd

Neo Member
hah ! well I hope people learned something :p

I actually touched on that in the first blog, but it kinda came up as a "joke" on the first developper meeting for french switzerland. We were somehow discussing how we would make our own "typical swiss" game. Most ideas revolved around the cliches like edelweisses, cows, mountains etc...but I actually had that interest in celtic mythology and thought "Well we actually don't know much about the old gaulish tribes" and it stuck
You have a pm ;)
 

hampig

Member
Hey everyone, I have a question.

I'm going to be participating in a small weekend game-jam with some friends just for fun in a few weeks, and we're planning on making a simple 2D Zelda clone. I have a little experience with Unity, but not much with 2D. Are there any good examples or tutorials out there for setting up this sort of game? I want to go in with some experience.
 

Noogy

Member
Hey everyone, I have a question.

I'm going to be participating in a small weekend game-jam with some friends just for fun in a few weeks, and we're planning on making a simple 2D Zelda clone. I have a little experience with Unity, but not much with 2D. Are there any good examples or tutorials out there for setting up this sort of game? I want to go in with some experience.

Watch the official Unity tutorials from their site. Great starter stuff.
 

hampig

Member
Watch the official Unity tutorials from their site. Great starter stuff.

Last time I checked there wasn't really one that touched on that sort of gameplay, but I'll take another peek. I guess I could most likely just do the 2D platformer one and expand from there.
 
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